106 lines
4.2 KiB
C++
106 lines
4.2 KiB
C++
/**************************************************************************/
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/* openxr_composition_layer.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef OPENXR_COMPOSITION_LAYER_H
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#define OPENXR_COMPOSITION_LAYER_H
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#include <openxr/openxr.h>
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#include "scene/3d/node_3d.h"
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class MeshInstance3D;
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class Mesh;
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class OpenXRAPI;
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class OpenXRCompositionLayerExtension;
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class OpenXRViewportCompositionLayerProvider;
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class SubViewport;
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class OpenXRCompositionLayer : public Node3D {
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GDCLASS(OpenXRCompositionLayer, Node3D);
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SubViewport *layer_viewport = nullptr;
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bool enable_hole_punch = false;
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MeshInstance3D *fallback = nullptr;
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bool should_update_fallback_mesh = false;
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bool openxr_session_running = false;
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Dictionary extension_property_values;
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bool _should_use_fallback_node();
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void _create_fallback_node();
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void _reset_fallback_material();
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void _remove_fallback_node();
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protected:
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OpenXRAPI *openxr_api = nullptr;
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OpenXRCompositionLayerExtension *composition_layer_extension = nullptr;
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OpenXRViewportCompositionLayerProvider *openxr_layer_provider = nullptr;
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static void _bind_methods();
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void _notification(int p_what);
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void _get_property_list(List<PropertyInfo> *p_property_list) const;
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bool _get(const StringName &p_property, Variant &r_value) const;
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bool _set(const StringName &p_property, const Variant &p_value);
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virtual void _on_openxr_session_begun();
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virtual void _on_openxr_session_stopping();
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virtual Ref<Mesh> _create_fallback_mesh() = 0;
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void update_fallback_mesh();
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static HashSet<SubViewport *> viewports_in_use;
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public:
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void set_layer_viewport(SubViewport *p_viewport);
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SubViewport *get_layer_viewport() const;
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void set_enable_hole_punch(bool p_enable);
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bool get_enable_hole_punch() const;
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void set_sort_order(int p_order);
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int get_sort_order() const;
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void set_alpha_blend(bool p_alpha_blend);
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bool get_alpha_blend() const;
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bool is_natively_supported() const;
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virtual PackedStringArray get_configuration_warnings() const override;
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virtual Vector2 intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const;
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OpenXRCompositionLayer();
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~OpenXRCompositionLayer();
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};
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#endif // OPENXR_COMPOSITION_LAYER_H
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